/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;

[SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour {

	#region Inspector
	[Header("Current State")]
	public SpineBeginnerBodyState state;
	public bool facingLeft;
	[Range(-1f, 1f)]
	public float currentSpeed;

	[Header("Balance")]
	public float shootInterval = 0.12f;
	#endregion

	float lastShootTime;
	public event System.Action ShootEvent;	// Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.

	#region API
	public void TryJump () {
		StartCoroutine(JumpRoutine());
	}

	public void TryShoot () {
		float currentTime = Time.time;

		if (currentTime - lastShootTime > shootInterval) {
			lastShootTime = currentTime;
			if (ShootEvent != null) ShootEvent();	// Fire the "ShootEvent" event.
		}
	}

	public void TryMove (float speed) {
		currentSpeed = speed; // show the "speed" in the Inspector.

		if (speed != 0) {
			bool speedIsNegative = (speed < 0f);
			facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
		}
			
		if (state != SpineBeginnerBodyState.Jumping) {
			state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
		}

	}
	#endregion

	IEnumerator JumpRoutine () {
		if (state == SpineBeginnerBodyState.Jumping) yield break;	// Don't jump when already jumping.

		state = SpineBeginnerBodyState.Jumping;

		// Terribly-coded Fake jumping.
		{
			var pos = transform.localPosition;
			const float jumpTime = 1.2f;
			const float half = jumpTime * 0.5f;
			const float jumpPower = 20f;
			for (float t = 0; t < half; t += Time.deltaTime) {
				float d = jumpPower * (half - t);
				transform.Translate((d * Time.deltaTime) * Vector3.up);
				yield return null;
			}
			for (float t = 0; t < half; t += Time.deltaTime) {
				float d = jumpPower * t;
				transform.Translate((d * Time.deltaTime) * Vector3.down);
				yield return null;
			}
			transform.localPosition = pos;
		}

		state = SpineBeginnerBodyState.Idle;
	}

}

public enum SpineBeginnerBodyState {
	Idle,
	Running,
	Jumping
}
